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Revision: 1.3
Committed: Fri Apr 22 07:56:46 2011 UTC (13 years, 1 month ago) by root
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Branch: MAIN
Changes since 1.2: +23 -18 lines
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# User Rev Content
1 root 1.1 /*
2     * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3     *
4     * Copyright (©) 2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5     *
6     * Deliantra is free software: you can redistribute it and/or modify it under
7     * the terms of the Affero GNU General Public License as published by the
8     * Free Software Foundation, either version 3 of the License, or (at your
9     * option) any later version.
10     *
11     * This program is distributed in the hope that it will be useful,
12     * but WITHOUT ANY WARRANTY; without even the implied warranty of
13     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14     * GNU General Public License for more details.
15     *
16     * You should have received a copy of the Affero GNU General Public License
17     * and the GNU General Public License along with this program. If not, see
18     * <http://www.gnu.org/licenses/>.
19     *
20     * The authors can be reached via e-mail to <support@deliantra.net>
21     */
22    
23     #include "noise.h"
24    
25 root 1.2 /////////////////////////////////////////////////////////////////////////////
26    
27     noise2d::noise2d (uint32_t seed)
28 root 1.1 {
29     seedable_rand_gen rng (seed);
30    
31     for (int i = 0; i < 256; ++i)
32     {
33 root 1.3 vec2d rv;
34     rv[0] = rng () - 0.5f;
35     rv[1] = rng () - 0.5f;
36 root 1.1
37     // normalise
38 root 1.3 float mag = 1.f / sqrtf (rv[0] * rv[0] + rv[1] * rv[1]);
39    
40     rv[0] *= mag;
41     rv[1] *= mag;
42 root 1.1
43 root 1.3 rvec[i][0] = rv[0];
44     rvec[i][1] = rv[1];
45 root 1.1 }
46    
47 root 1.3 rvmap[0].seed (rng);
48     rvmap[1].seed (rng);
49 root 1.1 }
50    
51     float
52 root 1.2 noise2d::noise (float x, float y)
53 root 1.1 {
54     int ix = floorf (x); float fx = x - ix;
55     int iy = floorf (y); float fy = y - iy;
56    
57     float v = 0;
58    
59     for (int j = -1; j <= 2; ++j)
60     for (int i = -1; i <= 2; ++i)
61     {
62     float Ax = fx - i;
63     float Ay = fy - j;
64    
65 root 1.2 float d = Ax * Ax + Ay * Ay;
66 root 1.1
67     if (d < 4)
68     {
69     float t1 = 1 - d / 4;
70     float t2 = t1 * t1;
71     float t4 = t2 * t2;
72    
73     float p = (4 * t1 - 3) * t4;
74 root 1.3
75     int h = rvmap[0](ix + i) ^ rvmap[1](iy + j);
76     float G0 = rvec[h & 0xff][0];
77     float G1 = rvec[h & 0xff][1];
78     //vec2d G = rvec[h & 0xff];
79    
80     v += (Ax * G0 + Ay * G1) * p;
81 root 1.1 }
82     }
83    
84     return clamp (v * 2, -.9999999f, .9999999f);
85     }
86    
87 root 1.2 #if 0||ABSTRACTION_PENALTY_IS_GONE
88     float
89     noise2d::noise (float x, float y)
90     {
91     vec2d X = vec2d (x, y);
92     gen_vec<2,int> I = floor (X);
93     vec2d F = X - I;
94    
95     float v = 0;
96    
97     for (int j = -1; j <= 2; ++j)
98     for (int i = -1; i <= 2; ++i)
99     {
100     vec2d A = F - vec2d (i, j);
101    
102     float d = A * A;
103    
104     if (d < 4)
105     {
106     int h = rvmap [0](I[0] + i) ^ rvmap [1](I[1] + j);
107     float *G = rvec [h & 0xff];
108    
109     float t1 = 1 - d / 4;
110     float t2 = t1 * t1;
111     float t4 = t2 * t2;
112    
113     float p = (4 * t1 - 3) * t4;
114     v += A * vec2d (G[0], G[1]) * p;
115     }
116     }
117    
118     return clamp (v * 2, -.9999999f, .9999999f);
119     }
120     #endif
121    
122     /////////////////////////////////////////////////////////////////////////////
123    
124     noise3d::noise3d (uint32_t seed)
125     {
126     seedable_rand_gen rng (seed);
127    
128     for (int i = 0; i < 256; ++i)
129     {
130     for (int j = 0; j < 3; ++j)
131     rvec [i][j] = rng () - 0.5f;
132    
133     // normalise
134     float mag = 1.f / sqrtf (rvec [i][0] * rvec [i][0]
135     + rvec [i][1] * rvec [i][1]
136     + rvec [i][2] * rvec [i][2]);
137    
138     rvec [i][0] *= mag;
139     rvec [i][1] *= mag;
140     rvec [i][2] *= mag;
141     }
142    
143     rvmap [0].seed (rng);
144     rvmap [1].seed (rng);
145     rvmap [2].seed (rng);
146     }
147    
148     float
149     noise3d::noise (float x, float y, float z)
150     {
151     int ix = floorf (x); float fx = x - ix;
152     int iy = floorf (y); float fy = y - iy;
153     int iz = floorf (z); float fz = z - iz;
154    
155     float v = 0;
156    
157     for (int j = -1; j <= 2; ++j)
158     for (int i = -1; i <= 2; ++i)
159     for (int k = -1; k <= 2; ++k)
160     {
161     float Ax = fx - i;
162     float Ay = fy - j;
163     float Az = fz - k;
164    
165     float d = Ax * Ax + Ay * Ay + Az * Az;
166    
167     if (d < 4)
168     {
169     int h = rvmap [0](ix + i) ^ rvmap [1](iy + j) ^ rvmap [2](iz + k);
170     float *G = rvec [h & 0xff];
171    
172     float t1 = 1 - d / 4;
173     float t2 = t1 * t1;
174     float t4 = t2 * t2;
175    
176     // (4t⁵ - 3t⁴)
177     float p = (4 * t1 - 3) * t4;
178     v += (Ax * G[0] + Ay * G[1] + Az * G[2]) * p;
179     }
180     }
181    
182     return clamp (v * 2, -.9999999f, .9999999f);
183     }
184    
185     float
186     noise3d::noise (float x, float y, float z, float nx, float ny, float nz)
187     {
188     int ix = floorf (x); float fx = x - ix;
189     int iy = floorf (y); float fy = y - iy;
190     int iz = floorf (z); float fz = z - iz;
191    
192     float v = 0;
193    
194     for (int j = -1; j <= 2; ++j)
195     for (int i = -1; i <= 2; ++i)
196     for (int k = -1; k <= 2; ++k)
197     {
198     float Dx = fx - i;
199     float Dy = fy - j;
200     float Dz = fz - k;
201    
202     float e = Dx * nx + Dy * ny + Dz * nz;
203    
204     float o = 1 - abs (e);
205    
206     if (o > 0)
207     {
208     float Ax = Dx - e * nx;
209     float Ay = Dy - e * ny;
210     float Az = Dz - e * nz;
211    
212     float d = Ax * Ax + Ay * Ay + Az * Az;
213    
214     if (d < 4)
215     {
216     int h = rvmap [0](ix + i) ^ rvmap [1](iy + j) ^ rvmap [2](iz + k);
217     float *G = rvec [h & 0xff];
218    
219     float t1 = 1 - d / 4;
220     float t2 = t1 * t1;
221     float t4 = t2 * t2;
222    
223     float o2 = o * o;
224    
225     // (4t⁵ - 3t⁴) * (3o³ - 2o²)
226     float p = (4 * t1 - 3) * t4 * (3 * o2 - 2 * o2 * o);
227     v += (Ax * G[0] + Ay * G[1] + Az * G[2]) * p;
228     }
229     }
230     }
231    
232     return clamp (v * 2, -.9999999f, .9999999f);
233     }
234    
235 root 1.1 frac_gen::frac_gen (float hurst_expo, float lacunarity)
236 root 1.2 : h (hurst_expo), lac (lacunarity), noise2d (0)
237 root 1.1 {
238     float exsum = 0;
239    
240     for (int i = 0; i < MAX_OCTAVES; ++i)
241     {
242     ex [i] = powf (lac, -h * i);
243     exsum += ex [i];
244     fbm_mul [i] = 0.5f / (exsum * 0.75f); // .75f is a heuristic
245     rot [i].set (0.4488f * i);
246     }
247     }
248    
249     float
250     frac_gen::fBm (float x, float y, int octaves)
251     {
252     float v = 0.f;
253    
254     for (int i = 0; i < octaves; ++i)
255     {
256     rot [i](x, y);
257    
258     v += noise (x + i, y) * ex [i];
259    
260     x *= lac;
261     y *= lac;
262     }
263    
264     return clamp (v * fbm_mul [octaves - 1] + 0.5f, 0.f, .9999999f);
265     }
266    
267     float
268     frac_gen::turbulence (float x, float y, int octaves)
269     {
270     float v = 0.f;
271    
272     for (int i = 0; i < octaves; ++i)
273     {
274     rot [i](x, y);
275    
276     v += fabsf (noise (x + i, y)) * ex [i];
277    
278     x *= lac;
279     y *= lac;
280     }
281    
282     return clamp (v * fbm_mul [octaves - 1] * 2.f, 0.f, .9999999f);
283     }
284    
285     float
286     frac_gen::multifractal (float x, float y, int octaves, float offset)
287     {
288     float v = 1.f;
289    
290     for (int i = 0; i < octaves; ++i)
291     {
292     rot [i](x, y);
293    
294     v *= noise (x, y) * ex [i] + offset;
295    
296     x *= lac;
297     y *= lac;
298     }
299    
300     return clamp (v * 0.5f, 0.f, .9999999f);
301     }
302    
303     float
304     frac_gen::heterofractal (float x, float y, int octaves, float offset)
305     {
306     float v = noise (x, y) + offset;
307     int i;
308    
309     for (i = 1; i < octaves; ++i)
310     {
311     rot [i](x, y);
312    
313     x *= lac;
314     y *= lac;
315    
316     v += v * (noise (x, y) * ex [i] + offset);
317     }
318    
319     return v / powf (2., octaves);
320     }
321    
322     float
323     frac_gen::hybridfractal (float x, float y, int octaves, float offset, float gain)
324     {
325     float v = (noise (x, y) + offset) * ex [0];
326     float weight = v;
327     int i;
328    
329     for (i = 1; i < octaves; ++i)
330     {
331     rot [i](x, y);
332    
333     x *= lac;
334     y *= lac;
335    
336     min_it (weight, 1.f);
337    
338     float sig = (noise (x, y) + offset) * ex [i];
339     v += weight * sig;
340     weight *= gain * sig;
341     }
342    
343     return clamp (v * 0.5f + 0.5f, 0.f, .9999999f);
344     }
345    
346     // http://www.gamasutra.com/view/feature/3098/a_realtime_procedural_universe_.php?page=2
347     float
348     frac_gen::terrain (float x, float y, int octaves)
349     {
350     float v = 0.f;
351    
352     for (int i = 0; i < octaves; ++i)
353     {
354     rot[i] (x, y);
355    
356     v += noise (x + i, y) * ex [i];
357    
358     x *= lac;
359     y *= lac;
360     }
361    
362     v *= fbm_mul [octaves - 1];
363    
364     return v <= 0.f ? - powf (-v, 0.7f) : powf (v, 1. + noise (x, y) * v);
365     }
366    
367     float
368     frac_gen::terrain2 (float x, float y, int octaves)
369     {
370     float a = fBm (x, y, octaves);
371     float b = ridgedmultifractal (x, y, octaves, 1, 8);
372     float fade = fBm (x + 10.3, y + 10.3, octaves);
373    
374     const float width = 0.05f;
375    
376     if (fade > 0.5f + width)
377     return a;
378     else if (fade < 0.5f - width)
379     return b;
380    
381     fade = (fade - 0.5f + width) / (width * 2);
382    
383     // sigmoidal curve
384     fade = fade * fade * 2 * (1.5f - fade);
385    
386     return a * fade + b * (1 - fade);
387     }
388    
389     float
390     frac_gen::ridgedmultifractal (float x, float y, int octaves, float offset, float gain)
391     {
392     float sig = offset - fabsf (noise (x, y));
393     sig *= sig;
394     float v = sig;
395    
396     for (int i = 1; i < octaves; ++i)
397     {
398     rot [i](x, y);
399    
400     x *= lac;
401     y *= lac;
402    
403     float w = clamp (sig * gain, 0.f, 1.f);
404    
405     sig = offset - fabsf (noise (x, y));
406     sig *= sig;
407     sig *= w;
408    
409     v += sig * ex [i];
410     }
411    
412     return clamp (v * 0.25f, 0.f, .9999999f);
413     }
414    
415 root 1.3 #if 1
416 root 1.1 void hack()
417     {
418     frac_gen gen (0.5, 2);
419 root 1.2 noise3d n(0);
420 root 1.1
421 root 1.3 #if 1
422 root 1.1 int N = 1024;
423    
424 root 1.3 printf ("P5 %d %d 255\n", N, N);
425 root 1.1 // pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm
426     for (int y = 0; y < N; ++y)
427     {
428     if (!(y&63))fprintf (stderr, "y %d\n", y);//D
429     for (int x = 0; x < N; ++x)
430     {
431 root 1.3 putc (127 * gen.noise (x * 0.04, y * 0.04) + 128, stdout);
432 root 1.2 //putc (256 * gen.terrain2 (x * 0.004, y * 0.004, 8), stdout);
433 root 1.3 //putc (256 * gen.fBm (x * 0.01, y * 0.01, 7), stdout);
434 root 1.1 //putc (256 * gen.turbulence (x * 0.004 - 1, y * 0.004 - 1, 8), stdout);
435     //putc (256 * gen.heterofractal (x * 0.008, y * 0.008, 8, -1.1, 2.0), stdout);
436     //putc (256 * gen.ridgedmultifractal (x * 0.001, y * 0.001, 32, 1.001, 32), stdout);
437     }
438     }
439 root 1.2 #else
440     int N = 128;
441    
442     //printf ("P6 %d %d 255\n", N, N);
443     // pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm
444     for (int z = 0; z < N; ++z)
445     {
446     if (!(z&4))fprintf (stderr, "z %d\n", z);//D
447     for (int y = 0; y < N; ++y)
448     for (int x = 0; x < N; ++x)
449     {
450     float v = n.noise (x * 0.06 + 0.2, y * 0.06 + 0.2, z * 0.06 + 0.2) * 0.5 + 0.5;
451    
452     if (z < 64)
453     v = v * (z * z) / (64 * 64);
454    
455     if (v <= 0.1)
456     continue;
457    
458     float r[4];
459     int i[4];
460    
461     r[0] = x;
462     r[1] = y;
463     r[2] = z;
464     r[3] = v;
465    
466     memcpy (i, r, 16);
467    
468     i[0] = htonl (i[0]);
469     i[1] = htonl (i[1]);
470     i[2] = htonl (i[2]);
471     i[3] = htonl (i[3]);
472    
473     fwrite (i, 4*4, 1, stdout);
474     }
475     }
476     #endif
477 root 1.1
478     exit (0);
479     }
480     #endif